Files
flecs_tests/src/shaders/sprite.wgsl

40 lines
1020 B
WebGPU Shading Language

struct Sprite {
matrix: mat4x4f,
};
struct VsUniform {
mvp: mat4x4f,
};
struct VsI { //Vertex shader input
@builtin(instance_index) instance: u32,
@location(0) position: vec2f,
@location(1) uv: vec2f,
};
struct Vs2Fs { //Vertex shader to Fragment shader
@builtin(position) pos: vec4f,
@location(0) @interpolate(linear) uv: vec2f,
};
struct FsO { //Fragment shader output
@location(0) color: vec4f,
};
@binding(0) @group(0) var<uniform> vs_uniforms: VsUniform;
@binding(0) @group(1) var tex: texture_2d<f32>;
@binding(1) @group(1) var samp: sampler;
@binding(2) @group(1) var<storage> sprites: array<Sprite>;
@vertex fn vs_main(input: VsI) -> Vs2Fs {
var output: Vs2Fs;
output.pos = vec4f(input.position.x, input.position.y, 0, 0) * sprites[input.instance].matrix * vs_uniforms.mvp;
output.uv = input.uv;
return output;
}
@fragment fn fs_main(input: Vs2Fs) -> FsO {
var output: FsO;
output.color = textureSample(tex, samp, input.uv);
return output;
}